Author Topic: Superheavy Tripod Mechs Breaches and Charges  (Read 731 times)

strategoslevel3

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Superheavy Tripod Mechs Breaches and Charges
« on: 23 May 2023, 17:10:58 »
Odd rules interactions that game up in a MegaMek game today. Thought I’d check people opinions on the TableTop rules.

1) An Ares Superheavy Tripod Mech is in depth 1 water. As it is a super heavy it gets no cover for this. In gets hit in the leg (LB10X pellet!) and then rolls a 12 on the 10+ Breach roll. The leg floods, all the actuators are destroyed and the Mech makes 5 piloting rolls and falls (submerged) then rolls breach check on damaged locations and beaches an arm! Seems strange the Ares leg can be hit because it doesn’t get cover (it’s not submerged) but then when breached it floods even though it’s not submerged.

2) An Ares in a river at level 0 depth 1 tries to get onto the shore hex with light woods (level 1). This costs 4MP but this triggers the rule that you can always move 1 hex forward.  An enemy mech is standing in that hex to block the Ares in. Can the Ares charge? MegaMek said it didn’t have enough movement points but what’s the official rule for tabletop?
« Last Edit: 23 May 2023, 18:42:50 by Xotl »

strategoslevel3

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Re: Ares Superheavy Tripod Mechs Breaches and Charges
« Reply #1 on: 23 May 2023, 17:22:21 »
MINIMUM MOVEMENT
A unit must possess sufficient MP to pay the cost of entering each new hex. A unit can always move into the hex directly in front of it, regardless of the terrain cost, provided such move- ment is the only MP expenditure the unit makes in that turn (i.e. the unit cannot make any facing changes in the same turn it uses the Minimum Movement rule). The controlling player can only make this kind of move if the unit has at least 1 MP to spend (meaning it is mobile) and is not prohibited from enter- ing that terrain (see Level Change, p. 48); all units reduced to 1 MP either due to heat or damage can still make use of the minimum movement rule. A unit that enters a hex under these conditions is considered to have used running/flanking movement. Units using this rule can enter hexes that normally could not be entered by a running unit (for example, water hexes). Any Piloting Skill Rolls for running still apply.

So can minimum movement be used to charge?

 

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